Upcoming Tanking Changes
| Auteur | Message |
|---|---|
![]() Nethaera |
1. Le 28/10/2010 à 19:00
As the release of World of Warcraft: Cataclysm draws near, we continue to fine-tune various class abilities. Based on feedback and our own testing, we're in the process of assessing and amending tanking cooldowns -- at level 85 in particular. Some of these abilities, like druid Savage Defense and death knight self healing, are particularly difficult to model, so further testing will be necessary before there is sufficient information to base adjustments on.
In the case of paladins and warriors, we have recognized that it is possible for block chance to get too high too quickly and cause a situation where stacked mastery and the warrior Shield Block ability behave strangely. Since that's a scenario we want to avoid, we're making some changes regarding how block chance is handled for each of these classes: Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%. Warriors - At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point. |
![]() Zarhym |
2. Le 28/10/2010 à 23:15
Here are some additional details based on the questions and feedback we're seeing:
|
![]() Ghostcrawler |
3. Le 29/10/2010 à 00:53
Vengeance isn't a problem with Savage Defense in our minds. In fact, it works out well because it lets Savage Defense roughly scale the same way blocking scales, rather than being overpowered for 5-player dungeons or underpowered in raids. When you're getting hit the hardest (hard enough to stack Vengeance a lot), you're also blocking a lot. Savage Defense was just mitigating too much damage in raids though, which is why we have nerfed it. |
![]() Ghostcrawler |
4. Le 29/10/2010 à 01:15
When those scary moments come, you use Shield Wall. Or Last Stand. Or both. They are often telegraphed far in advance, so you can also get Guardian Spirit and all the other healer cooldowns lined up as well. You don't need Shield Block to withstand those big magical hits, in the same way you didn't need it to survive Fusion Punch. That's not what it's for. It is for reducing damage taken over time so that healers expend less mana over the course of the fight and don't run out. Very few bosses hit for only magical damage, so in that sense Shield Block and block and armor for that matter are what allow your healers to make it through an encounter. We could consider adding a Shield Block glyph in the future that removes the block but adds magic damage reduction instead, but overall I think you guys are way over-freaking out about this. |
![]() Ghostcrawler |
5. Le 29/10/2010 à 01:24
We think the amount of damage a tank takes over the course of a fight will matter a lot. It's okay if druids have more health but take marginally more damage. It's not cool if druids have larger health pools and take less damage.
If Deathwing is anything like our current dragons, he'll do 60% physical damage and 40% magical damage. Dragon breaths never take you down to 100% of your health, so if the tank dies during them, it's probably because she wasn't topped off before hand (from all the physical damage before hand). We got rid of the magical tank niche early in LK development because it wasn't a strong enough niche and it wasn't fun for groups to have to swap MTs. All four tanks are tanking Lich King and all four tanks will be tanking Deathwing. |
![]() Ghostcrawler |
6. Le 29/10/2010 à 01:29
That is true of all tanks though, except in circumstances such as DKs vs. Sarth +3, which we acknowledged as being broken in the DK's favor. Keeping the tank alive is a group effort, not something you can handle on your own. Sorry. :( |
![]() Zarhym |
7. Le 29/10/2010 à 03:03
Here are a few additional changes we are making which will be applied in patch 4.0.3a:
|
![]() Zarhym |
8. Le 29/10/2010 à 03:24
The big cooldowns are more important because those are the ones you often do need to survive a big hit. The smaller cooldowns are more about minimizing mana drain on your healers. They might sometimes save your life as well, but more variance there isn’t game breaking. Also, I look nice in a dress (Ghostcrawler threatened me physically not to remove this last line). One more change, which I'll add to my previous post:
|
![]() Ghostcrawler |
9. Le 29/10/2010 à 06:35
I agree it worked that way in Lich King. Tanks were often at risk of dying within 2-3 boss hits, often faster than a heal could land. In that environment anything that can prolong your life at all is very valuable, and by extension anything not related to reliably prolonging your life (parry for instance) is not attractive. This is also something we have set out to change. I understand that you personally don't believe we will change it, and since your vision of what the world will be like is at odds with our vision, it is unsurprising that the changes we make to bring about our vision might not make sense to you. But if healer mana doesn't matter, our whole combat design collapses. Healers won't value cheap heals. Since mana won't constrain them, overhealing will be common, so they may start devaluing crit as well. DPS specs won't value talents that help them stay alive. And the only way to challenge raids will once again be to clobber tanks so hard that any missed heals will result in tank death. It doesn't have to be this way, and in fact it wasn't this way for much of the game. We were watching the new Nefarian fights and recalling the old Nefarian fights where, in the absence of a berserk timer, the fight could really last for a long time -- maybe 20 minutes or more -- if you had a lot of deaths. The tank wasn't in much danger of RNG dying, so as long as the healers didn't run out of mana, the raid could keep the fight going nearly indefinitely. As we said above, in the beta raid tests, druids were easy to keep alive and the other tanks were dying in two hits. That wasn't the design we were going for, so we brought the druid down to the other tank levels and adjusted the damage accordingly. |
![]() Ghostcrawler |
10. Le 29/10/2010 à 18:40
-- Warriors get 15% block chance for choosing Protection. -- Their mastery stat on gear increases their chance to block and their chance to critical block. -- Shield Block provides +25% block chance temporarily. If any of that chance is wasted (that is it would put you over 100%) the excess counts as critical block instead. -- The Vigilance talent no longer provides 3% damage reduction. It is otherwise unchanged. -- Finally, Shield Wall provides 50% damage reduction on a 2 min cooldown (talented). If you use the glyph, you can have 50% damage reduction on a 3 min cooldown instead. That clearer? It only sounds complicated because we're trying to explain the difference between the 3.3.5 patch, the 3.9 patch, the current beta patch, and the beta patch after these changes. Those are all different states of the game, so it's often hard to keep track of what change is where. After the big dragon arrives, everything will be in sync. |
![]() Ghostcrawler |
11. Le 29/10/2010 à 18:44
Very few players raid below max level. All of the tanks will be fully capable of handling 5-player dungeons below max level. It's important that things don't feel too broken below max level, but balance is not exposed to anywhere near the same harsh spotlight it is at max level. You'll be fine below level 79. |
![]() Ghostcrawler |
12. Le 29/10/2010 à 18:48
That's a silly thing to say given how important even very small differences obviously are to many of the players posting in this forum and this thread in particular. If you think the game can tolerate substantial differences among tanks, then feel free to argue that point, but you'll have a lot of smart players to convince. I suspect what you're really saying is "don't nerf me, bro," in which case you should just come out and say that (after you get back from your ban, I mean). I understand how passionate some of you can get about the game. We are passionate about it as well. That doesn't give you open license to say whatever you want on the forums. Behave professionally while you're here. I'm not going to address this point again in this thread. I suggest nobody else does either. |
![]() Ghostcrawler |
13. Le 29/10/2010 à 19:01
That's the idea, and I'll add that there was one more option. Bear has more health + Bear takes more damage. This is the "mana sponge" implementation. It might have worked, but it was risky. There is a chance bears would be terrible because they would drain mana dry and there was a chance they would be awesome because they could survive a bad sequence of events with that additional health pool. More likely they would be really good on some fights and really bad on others, which is just frustrating for a raid group to have to contend with. We're okay if various tanks are slightly better on some fights than on others, and I realize everyone is going to have a different definition of what "slightly" means. We've been through this before. :) |
![]() Ghostcrawler |
14. Le 29/10/2010 à 19:06
Selfish players won't take survival talents. Pug players who don't interact with a regular group might not. But we think organized guilds will. This kind of situation happens already, and we think it will happen even more in Cataclysm: The raid wipes. The leader, or the officer, or the tacticians or whoever start looking through combat logs and parses to see what they can do better. Ah, the Resto shaman kept running out of mana. They start to look at why. Well, this one rogue and one dps warrior took a ton of damage that ended up wasting healer mana. Maybe they stood in the fire. Maybe they were too focused on dps and not on situational awareness. Maybe they skipped over a couple of talents that could have minimized damage. We don't expect every guild to post damage *taken* logs and tell their guys to fix those problems. But some will. |
![]() Ghostcrawler |
15. Le 29/10/2010 à 19:09
No, it was a typo. The glyph provides 10% more DR for 1 min more of cooldown. Fixed. |
![]() Ghostcrawler |
16. Le 29/10/2010 à 19:39
We were, and we feel much better now. |
![]() Zarhym |
17. Le 30/10/2010 à 00:19
We have a few more changes which have just come through the pipeline we'd like to share. Some of these changes override changes previously announced in this thread.
This is the sort of rapid iteration our development teams excel at, which is why we're sometimes unable to share every single tweak we make with the public. Game balance is an ongoing project, but since we have a good platform in this thread for sharing tanking changes, let us have a look at the latest:
|
![]() Ghostcrawler |
18. Le 30/10/2010 à 01:10
DKs are just harder to model and we haven't had as many of them tanking the beta raids. Our hunch is that they aren't as overpowered as this forum thread seems to believe, but we'll see after more testing. |
![]() Zarhym |
19. Le 30/10/2010 à 01:47
Copy/paste fail. I've removed "talented" from Survival Instincts because, well, you know. :) |
![]() Ghostcrawler |
20. Le 31/10/2010 à 02:22
http://f |









